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Messages - MR.Mic

#16

Yes, there are problems.
No, it's not very good.
No, I don't care.
#17
General / Off-Topic / Re: FIFA World Cup 2010
June 11, 2010, 03:40:10 PM
Spectating a sport is lame.
#18
If anything is going to be a drain on your FPS, it will be the dynamic lighting and shadowing. That is the largest determinant over any other effect and will have to be enabled for everyone due to gameplay reasons.

Luckily, FPS does increase well with lower resolutions. So if your computer does suck, you can drop to a lower resolution for a considerable FPS gain.
#19
Public Discussion / Re: Resolutions
June 08, 2010, 10:13:46 AM
Almost every console game (or game targeted for consoles) has had a horizontal FOV of around 70 degrees. This includes all halo games and COD4.
Almost every game targeted for PC has had around 90. (UT99 default was 85, half life is 90)
I play quake with 110 FOV. But really, the fov for everything to not look distorted is around 90.
Also, basically every game measures the FOV horizontally, and crops the vertical area.

anyway...

As a long time player of CT and PT, I think the cropping of vertical viewspace isn't that big of a deal. You're usually sweeping your view around anyway, and checking your full sphere of view very often. So, to do this with a few degrees of vertical viewspace removed takes a few milliseconds longer. Big fucking deal.

It seems to me that most arguments here assume you basically stare at the same spot for long periods of time and wait for the enemy to enter your view. If your play style involves heavy use of this, I can't imagine you winning many games.

The amount of situations that would be affected by this and completely change the outcome of a game would be so small as to be well below the statistical noise threshold. There are much more important factors that determine balance. This is basically insignificant.

Just lock it at 90 like basically every other good pc game and assume people have a widescreen monitor. In a few years, this wont be much of an issue as most people will have a widescreen monitor anyway.
#20
Lighting or Shader programming for Film/Television.
#21
Public Discussion / Re: Beta
June 01, 2010, 03:12:43 AM
Quote from: I.esus on May 31, 2010, 04:17:11 PM
Twitter is for faggots.
More like twatter amirite?
#22
General / Off-Topic / Re: amazed by cryengine 3
May 30, 2010, 12:42:23 AM
Like what kebab said... I don't think you guys know what's important in judging an engine's quality.

All I see are some nice shaders, which could be used in pretty much any engine, including UDK.

The original post's screenshots do not contain anything that couldn't be reproduced in UDK, unity, or the engine COD4 uses.
#23
SM3 is actually 512 instructions, lennard.

Plus, you can buy a 9800GT for under 100 US dollars, which will perform better than my 8800GT from 2006 (which runs PS just fine, btw).
I don't even think you can buy a non SM3 gfx card anymore from most places.
#24
Quote from: I <3 U on April 01, 2010, 07:10:11 AM
emf ghosting was ct's worst problem imo =]

Hardly, since most people would go through the whole game with MT constantly on.
#25
Public Discussion / Re: PS Editor
March 26, 2010, 04:29:47 AM
Quote from: Ion.67 on March 26, 2010, 04:23:19 AM
Could you post the heights of the players in various stances, or even the average vent heights and hallway heights.

It's identical to CT.
#26
Quote from: tigaer on March 14, 2010, 07:30:13 AM
Quote from: MR.Mic on March 14, 2010, 06:59:22 AM
It will be stealthy when we put in teleporting for spies like raiden in mortal kombat.
http://www.youtube.com/watch?v=rfxX5OBAikU

Plus, mercs get wall-climbing like in aliens versus predator to balance out the ability for spies to teleport like that.
I still think we need to make a fourth vision mode for merc where he can see through walls so he can atleast follow the teleporting spy, otherwise teleporting is going to work too well. Has kebab modeled the light bulb suit for the merc yet?

He doesn't need to model a whole suit. We just need to model a single lightbulb and propagate the mesh across the existing model per-vertex.  Then you have the lightbulb suit.

Though, we will need a model for the jetpacks.
#27
It will be stealthy when we put in teleporting for spies like raiden in mortal kombat.
http://www.youtube.com/watch?v=rfxX5OBAikU

Plus, mercs get wall-climbing like in aliens versus predator to balance out the ability for spies to teleport like that.
#28
Quote from: CurdyMilk on March 14, 2010, 06:41:31 AM
Quote from: MR.Mic on March 14, 2010, 06:27:30 AM
Quote from: CurdyMilk on March 14, 2010, 05:41:06 AM
Quote from: MR.Mic on March 14, 2010, 05:29:59 AM
We're giving spies rocket launchers to smooth out the overall imbalance from CT's spy/merc dynamic.
Rocket Launchers?!?!?!?!?  You have to be kidding me, right?  I thought this was a stealth game not a massive blowup destruction game...I cannot see this working whatsoever if bombs are launched out of it.  But if you are talking about lauching the smoke, chaff, flash, etc. then it is a different story...  And there was balance in CT.  Mercs would win probably 60%-70% of the time for pros, but that is how it should be.  After all, they are supposed to be more powerful.  It makes the win as spy that much more rewarding.  Another reason that mercs won more was because of bad teamwork.  If you are always playing with a different mate, then you cannot develop any plans of executing the objectives.  

No I mean rocket launchers that blow stuff up.

We plan to allow rocket jumping for spies, like in quake 3.
http://www.youtube.com/watch?v=86faXZ3_ovY

That should allow for much more quick-paced movement.
Also, that video is about what we plan for in terms of merc run speed as well.

Plus, mercs will be able to counter the rocket launchers with a Hadouken.
Can you explain this a little more?  I am not exactly seeing the point of it.  So it blows up objects but not mercs?  I cannot see the real advantage.  And it is used to fast travel across a map?  I am not exactly a fan of quick movement like that.  It should be stealthy movement not some rapid warping device.  And what is a Hadouken?

It blows up mercs, too. Instant kill.
That should even out the 80% merc wins from CT.

Mercs get the hadouken from street fighter 2, which is the energy ball attack that Ryu gets.
http://www.youtube.com/watch?v=pHJKS3r_YUg

EDIT: the above hadouken video isnt really a good example.
This is a better example of what we're going for: (watch the end)
http://www.youtube.com/watch?v=GF66L0rWBbI
#29
Quote from: CurdyMilk on March 14, 2010, 05:41:06 AM
Quote from: MR.Mic on March 14, 2010, 05:29:59 AM
We're giving spies rocket launchers to smooth out the overall imbalance from CT's spy/merc dynamic.
Rocket Launchers?!?!?!?!?  You have to be kidding me, right?  I thought this was a stealth game not a massive blowup destruction game...I cannot see this working whatsoever if bombs are launched out of it.  But if you are talking about lauching the smoke, chaff, flash, etc. then it is a different story...  And there was balance in CT.  Mercs would win probably 60%-70% of the time for pros, but that is how it should be.  After all, they are supposed to be more powerful.  It makes the win as spy that much more rewarding.  Another reason that mercs won more was because of bad teamwork.  If you are always playing with a different mate, then you cannot develop any plans of executing the objectives.  

No I mean rocket launchers that blow stuff up.

We plan to allow rocket jumping for spies, like in quake 3.
http://www.youtube.com/watch?v=86faXZ3_ovY

That should allow for much more quick-paced movement.
Also, that video is about what we plan for in terms of merc run speed as well.

Plus, mercs will be able to counter the rocket launchers with a Hadouken.
#30
We're giving spies rocket launchers to smooth out the overall imbalance from CT's spy/merc dynamic.